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Frustrating naval gunnery

Posted: Tue Oct 29, 2013 9:06 pm
by Adam106
Is it just me or does naval gunnery in the modern era as portrayed in Command seem too weak. I've just played a scenario with a US Burke DDG engaging a Chinese FFG with it's 5 inch gun. 95% of my shots were getting misses. Some rounds were missing by well over 100m. A modern DDG like a Burke with laser ranging and computer fire control should get most rounds on target surely? Does the CEP model need adjusting or am I overestimating the gun's capability?

RE: Frustrating naval gunnery

Posted: Tue Oct 29, 2013 9:22 pm
by ExMachina
I think the gunnery's accuracy is going to depend on target speed, target aspect, whether target is maneuvering, etc. I've also noticed that when I get one gun hit, it's usually followed up by a second--almost like the shooter "found the range"

But I agree that--for a modern warship with modern targeting and modern gun-stabilization technologies--misses of over 100m seem implausible. What was the range to target in your case?

RE: Frustrating naval gunnery

Posted: Tue Oct 29, 2013 10:14 pm
by mikmykWS
Guys when you see stuff like this post the save and we'll take a look.

Mike

RE: Frustrating naval gunnery

Posted: Wed Oct 30, 2013 4:34 am
by ComDev
Think this was fixed with the latest CEP code correction?

Thanks! [8D]

RE: Frustrating naval gunnery

Posted: Wed Oct 30, 2013 8:53 am
by Adam106
ORIGINAL: mikmyk

Guys when you see stuff like this post the save and we'll take a look.

Mike

Sorry I've lost the save game now. But range was in the range of 5-6nm (pretty close), the conditions were daytime, sea state 0 with little observable maneuvering from the target. All gun directors and fire control stuff on the Burke was functional.

Also, the Burke wouldn't open fire until approx 6nm. The error 'Gun has no local control and there are no available directors' was listed in the manual targeting screen. There were no other targets being engaged and I tried changing course and aspect, but he still held fire until 6nm. The 127mm gun should be able to shoot out to approx 13nm - is this only for shore bombardment?

RE: Frustrating naval gunnery

Posted: Wed Oct 30, 2013 7:35 pm
by Juramentado
Which build was the CEP fix in please? 452?

RE: Frustrating naval gunnery

Posted: Wed Oct 30, 2013 9:19 pm
by Tomcat84
Judging by the build roll thread, 447 and 452 had work on anti ship missile CEP. Dont know if that also includes gunnery.

RE: Frustrating naval gunnery

Posted: Thu Oct 31, 2013 10:00 am
by smudge56
CEP ? [&:]

RE: Frustrating naval gunnery

Posted: Thu Oct 31, 2013 10:08 am
by jpkoester1
I believe circular error probability is the distance from the point you are aiming at within which 50% of the fired shots will land.

Basically if you aim for a spot, probability of impact is highest at the point you are aiming at and the further you move away from the aimpoint the lower the probability of hitting that spot is. Basically you get a probability distribution similar to this:

Image

In previous builds there is apparently something wrong that makes the curve too far spread out. This leads to far misses bing too common.

Edit: See also: http://en.wikipedia.org/wiki/Circular_error_probable

Regards,
JP

RE: Frustrating naval gunnery

Posted: Sun Nov 03, 2013 12:54 am
by brassem
Naval gunnery is the hardest of all in rolling seas to get a hit. Try hitting a zodiac full of pirates as they zip around speeding towards a victim. Never going to happen unless you get lucky and get a shack shot. That is why they are testing air burst shrapnel shots for area effect on light targets. For larger targets it is still shoot, shoot, shoot. If you want to take it out send a torpedo to do the job. Naval gunnery is your last resort.